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After a successful login the auth server stores the system description the client sent (memory text, video card, processor fields, Windows version fields) exactly as sent, on the main thread with the login's other writes. The address is only kept while log_login_addresses is on; log_client_sysinfo (on) turns the whole thing off. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
27 lines
1.2 KiB
INI
27 lines
1.2 KiB
INI
# Port number. The client has the authserver port hardcoded to 1001
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auth_server_port=1001
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# 0 or 1, should ignore playkeys
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# If 1 everyone with an account will be able to login, regardless of if they have a key or not
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dont_use_keys=0
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# list of rewardcodes to set on the accounts by default
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# ex: 30,1,0,3
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# See RewardCodes in the CDclient for what codes exist
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# Default 4,30
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# 4 allows LEGOClub access
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# 30 makes the client not consume bricks when in bbb mode
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rewardcodes=4,30
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# ---- Logging in ----
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# Staff only: Only accounts with a GM level can log in.
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closed_to_non_devs=0
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# Remember login addresses: Keep the network address each account logs in to the game from, so staff see accounts that
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# share one. Addresses are personal data: they're only shown as links between accounts, and deleted after
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# log_login_address_days.
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log_login_addresses=1
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# Remember client system info: Keep the system description the client sends when it logs in (Windows version, video
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# card, processor count, memory), as the client reported it, for staff with client_sysinfo. The client's old Windows calls
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# often report compatibility values, not the real hardware. Deleted after log_client_sysinfo_days.
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log_client_sysinfo=1
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